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==Gameplay== The gameplay of Force of Will is similar to Magic's Commander format, with a good number of differences to make it not feel like a blatant rip-off. You have two decks; The first deck has a minimum of forty cards containing your resonators (Creatures), your chants (Sorceries and instants), your additions (Enchantments), and anything else that isn't a magic stone. Your other deck is your magic stone deck, this deck contains what are essentially lands and produces will instead of mana. Unlike Magic, you don't have to worry about finding the perfect blend of will and cards in your deck, as well special-magic stones (Dual lands) don't typically come into play tapped, meaning you can use more special-magic stones than basic ones, or no basic magic stones at all. This allows for decks that are bi or tri colored to be easier to build and encouraged. Another key difference between Magic and FoW is that combat can be performed as many times as you have available resonators to attack, you cannot assign more than one blocker per attacker, you can attack rested (tapped) creatures, and with a card ability called "precision" you can attack any creatures. ===Rulers=== The other spot on your board is where your ruler sits, your ruler each turn can be rested (Tapped) to draw a card from your magic stone deck, your ruler as well can have other abilities. One consistent ability through out all rulers is "Judgment". Judgment requires you to either pay will, fulfill a certain task to flip your Ruler into a J-Ruler. Your J-Ruler essentially becomes a resonator. However, if your J-Ruler does not have Imperishable, when they die you J-Ruler flips back to their ruler side and becomes an "Astral Ruler", and cannot use any abilities except to be rested to draw from your magic stones deck. Rulers can have a number of abilities, a common ability among several rulers is "energize" which means if your opponent starts first you get to put a "will coin" which can be cracked for whatever type of will that it says on the card. Your rulers can get a number of types of counters put on them, and can also have will-abilities, and can turn a game around. ===Card Types=== ===Keyword Skills=== {| border="1" cellspacing="1" cellpadding="5" !Type !Description |- |Awakening |You pay more will to cast a spell and it gives the resonator/chant/etc an additional ability when it resolves. |- |Barrier |Cannot be targeted by spells or abilities. |- |Bestow |Addition that doesn't get sent to the graveyard when the resonator it is attached to dies. |- |Bloodlust |Must attack each turn if able |- |Evolution |Pay x or fulfill y condition, resonator gets an evolution counter, and gets whatever abilities the card specifies. |- |God's Art |"Ultimate ability" of a J/Resonator, basically if you fulfill a parameter an affect happens. God's Arts can only be played once per game. |- |Incarnation |You sacrifice creatures of various colored will and when the resonator resolves it does various (or one) effect(s). |- |Precision |Can attack recovered (untapped) J/Resonators |- |Quickcast |The card is an instant, you can play it any time. |- |Remnant |Can be played from your graveyard, after resolving gets removed from the game. Basically flashback minus the flashback cost |- |Shift |A cool twist on Magic's transform mechanic, you can pay the cost of whichever side of the card and then flip them for their Shift cost while on the battlefield. |- |Stealth |You can put a resonator into your Standby area and then play it from that spot whenever you meet the trigger. If you pay two of any will you can put it a facedown. |- |Torrent |The card you play gets an extra effect if another card was played before it this turn. |}
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